Battle System Adjustments

Fixed a bug where players were able to evade low attacks and block mid attacks by inputting “up” direction when holding guard button. Although this makes it difficult for players to evade low attacks by just jumping, there is no change when evading with jump attacks.

Unblockable frame duration is now longer during the back step. No change in moving distance and speed.

Buffering time has decreased when you get hit by the opponent character. This is to avoid attacking when you accidentally hit buttons after getting hit. Direction key/pad buffer time has not changed.

Attack cancel will no longer shorten unblockable frame in 8-way run and side step. The cancel frame of some characters’ unblockable moves have also been changed to fix this issue (please refer to changes in individual characters).

66 or 33 or 99A (Striking Snake): changed to maintain distance when the attack is blocked. Opponent does not face back when hit by the attack. Opponent’s freeze shortened after hit. Lowered guard burst damage and increased rise in critical gauge.

3bA+B+K (White Monument): shortened opponent’s block freeze for first attack. Decreased second attack’s damage (20→15). The second attack launches up in front when it hits the opponent.

1K.K: decreased second attack’s damage (20→14).

A+B (Double Falcon): lengthened freeze for performing the second attack and opponent’s block freeze. Advantage has not changed, but releasing B button (stage 2) (Moonlit Dance) on counter hit will hit opponent on the ground when used in combo.